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package moe.nea.firmament.util.render
import com.mojang.blaze3d.systems.RenderSystem
import me.shedaniel.math.Color
import org.joml.Matrix4f
import net.minecraft.client.gui.DrawContext
import net.minecraft.client.render.RenderLayer
import net.minecraft.client.render.RenderLayer.MultiPhaseParameters
import net.minecraft.client.render.RenderPhase
import net.minecraft.client.render.VertexFormat
import net.minecraft.client.render.VertexFormats
import net.minecraft.util.Identifier
import net.minecraft.util.TriState
import net.minecraft.util.Util
import moe.nea.firmament.util.MC
fun DrawContext.isUntranslatedGuiDrawContext(): Boolean {
return (matrices.peek().positionMatrix.properties() and Matrix4f.PROPERTY_IDENTITY.toInt()) != 0
}
object GuiRenderLayers {
val GUI_TEXTURED_NO_DEPTH = Util.memoize<Identifier, RenderLayer> { texture: Identifier ->
RenderLayer.of("firmament_gui_textured_no_depth",
VertexFormats.POSITION_TEXTURE_COLOR,
VertexFormat.DrawMode.QUADS,
RenderLayer.CUTOUT_BUFFER_SIZE,
MultiPhaseParameters.builder()
.texture(RenderPhase.Texture(texture, TriState.FALSE, false))
.program(RenderPhase.POSITION_TEXTURE_COLOR_PROGRAM)
.transparency(RenderPhase.TRANSLUCENT_TRANSPARENCY)
.depthTest(RenderPhase.ALWAYS_DEPTH_TEST)
.build(false))
}
}
@Deprecated("Use the other drawGuiTexture")
fun DrawContext.drawGuiTexture(
x: Int, y: Int, z: Int, width: Int, height: Int, sprite: Identifier
) = this.drawGuiTexture(RenderLayer::getGuiTextured, sprite, x, y, width, height)
fun DrawContext.drawGuiTexture(
sprite: Identifier,
x: Int, y: Int, width: Int, height: Int
) = this.drawGuiTexture(RenderLayer::getGuiTextured, sprite, x, y, width, height)
fun DrawContext.drawTexture(
sprite: Identifier,
x: Int,
y: Int,
u: Float,
v: Float,
width: Int,
height: Int,
textureWidth: Int,
textureHeight: Int
) {
this.drawTexture(RenderLayer::getGuiTextured,
sprite,
x,
y,
u,
v,
width,
height,
width,
height,
textureWidth,
textureHeight)
}
fun DrawContext.drawLine(fromX: Int, fromY: Int, toX: Int, toY: Int, color: Color) {
// TODO: push scissors
// TODO: use matrix translations and a different render layer
if (toY < fromY) {
drawLine(toX, toY, fromX, fromY, color)
return
}
RenderSystem.lineWidth(MC.window.scaleFactor.toFloat())
draw { vertexConsumers ->
val buf = vertexConsumers.getBuffer(RenderInWorldContext.RenderLayers.LINES)
buf.vertex(fromX.toFloat(), fromY.toFloat(), 0F).color(color.color)
.normal(toX - fromX.toFloat(), toY - fromY.toFloat(), 0F)
buf.vertex(toX.toFloat(), toY.toFloat(), 0F).color(color.color)
.normal(toX - fromX.toFloat(), toY - fromY.toFloat(), 0F)
}
}
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